def enterBattle(self): self.suit = DistributedTutorialSuitAI(self.air) self.suit.generateWithRequired(self.zones['street']) self.building.door.setDoorLock(FADoorCodes.DEFEAT_FLUNKY_TOM) self.hq.door0.setDoorLock(FADoorCodes.DEFEAT_FLUNKY_HQ) self.hq.door1.setDoorLock(FADoorCodes.DEFEAT_FLUNKY_HQ)
def enterBattle(self, av): if av: if (av.hasTrackAccess(0) and av.hasTrackAccess(1)) or (av.hasTrackAccess(0) and av.hasTrackAccess(2)): self.suit = None self.building.door.setDoorLock(FADoorCodes.TALK_TO_HQ) self.hq.door0.setDoorLock(FADoorCodes.UNLOCKED) self.hq.door1.setDoorLock(FADoorCodes.UNLOCKED) else: self.suit = DistributedTutorialSuitAI(self.air) self.suit.generateWithRequired(self.zones['street']) self.building.door.setDoorLock(FADoorCodes.DEFEAT_FLUNKY_TOM) self.hq.door0.setDoorLock(FADoorCodes.DEFEAT_FLUNKY_HQ) self.hq.door1.setDoorLock(FADoorCodes.DEFEAT_FLUNKY_HQ)